- User Since
- Feb 11 2013, 8:28 PM (415 w, 2 d)
Dec 1 2020
ah! ok, sorry :(
a few more screenshots
Oct 9 2020
i played with it a bit more, there is no need to delete object (that is only i discovered there is something wrong)
selecting none, i.e. selecting background is all it needs.
also if code is run and no object is selected, i draw ok until view is moved, then it is wrong until any (!) object is selected
also checked win10, behaves the same
also prints from draw function are as they should, in this case
Oct 8 2020
for a side note, sorry if the example is a bit crude, but this worked for me from 2.80 until now, i wanted to isolate problem with least code amount possible while it being portable enough
Sep 30 2020
Dec 17 2019
Oct 15 2019
eh, i have it wrong, i run scale before pixels are assigned, swapping last two lines fixes it. i'm sorry, i'm stupid..
import bpy import gpu import bgl from mathutils import Matrix from gpu_extras.presets import draw_circle_2d
i have to disagree, i’m afraid. i’ll make an example to demonstrate the image distortion in result
Oct 14 2019
Sep 18 2019
Aug 9 2019
Jun 26 2019
Feb 25 2019
here it is, also i just noticed the same behavior in blender-2.79.0-git20190220.949ab753bb2e-x86_64
Feb 22 2019
May 16 2016
here is a blend. run script.
May 15 2016
Sep 21 2015
hi, what you mean is, put everything to update() and leave render() empty, right? i am exporting file for external renderer anyway. but when i do that, it crashes the same way as before..
Sep 20 2015
yea, i know, it's not quite nice solution, but i can't find any other way to get hair root position on uv for child particles. uv_on_emitter accepts only Particles..
anyway, the whole project is here, if interested: https://github.com/uhlik/blendmaxwell
Sep 7 2014
Aug 20 2014
sorry about broken formatting :(
Aug 18 2014
and i wanted to add a python tag, but for some reason i can't edit my own task.. is this a bug too? :)